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- LLLLIIIIBBBBEEEERRRRAAAATTTTIIIINNNNGGGG TTTTHHHHEEEE WWWWOOOORRRRLLLLDDDD ((((MMMMaaaaddddeeee SSSSiiiimmmmpppplllleeee))))
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-
- Stan Shebs
-
- Department of Computer Science
- University of Utah
-
-
- _A_B_S_T_R_A_C_T
-
- This is an in-depth document on version 5 of
- the _x_c_o_n_q family of programs. Version 5 is quite
- different from earlier versions; players familiar
- with those should read everything in here, espe-
- cially the section on important changes. All
- aspects of play are covered. Details on customi-
- zation may be found in a companion document.
-
-
-
-
- _W_a_r _i_s _a _m_a_t_t_e_r _o_f _v_i_t_a_l _i_m_p_o_r_t_a_n_c_e _t_o _t_h_e _S_t_a_t_e; _t_h_e
- _p_r_o_v_i_n_c_e _o_f _l_i_f_e _o_r _d_e_a_t_h; _t_h_e _r_o_a_d _t_o _s_u_r_v_i_v_a_l _o_r _r_u_i_n. _I_t
- _i_s _m_a_n_d_a_t_o_r_y _t_h_a_t _i_t _b_e _t_h_o_r_o_u_g_h_l_y _s_t_u_d_i_e_d. -- _S_U_N _T_Z_U (_c_a
- _4_0_0 _B_C)
-
- Welcome to _x_c_o_n_q, a chance for you to free the world from
- domination by evil empires. It is similar to previously
- distributed empire-building games, but with many more
- features. The same basic game is available with several
- different interfaces. _X_c_o_n_q is a fully X-based multi-player
- game, allowing almost any combination of human and machine
- players, and opening up remote X windows as necessary.
- There is also a restricted variant _c_c_o_n_q that needs the
- curses terminal package only, but allows only one human
- player.
-
- In the standard game, you start with one city and no
- knowledge of the world beyond your immediate vicinity. You
- must then explore, contact, and win wars against all the
- other players, who are trying to do exactly the same things
- to you! This is made harder by the limited information that
- the game supplies; except for the vicinity of your own pos-
- sessions (and for certain type of units), the entire view is
- out-of-date, and you won't see enemies until they're close
- by.
-
- The "standard game" is played on a small (usually 60x30
- hexes) randomly generated map, against one machine player.
- Your first city will automatically start building your first
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- June 22, 1995
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- - 2 -
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- military unit (usually infantry). When it is ready, the
- starting city will be overwritten by a picture of the unit,
- which is itself surrounded by a box-shaped cursor (the "unit
- cursor"). The mouse (or standard Unix direction keys) may
- then be used to designate any location for that unit to move
- to. This movement may take several turns, or the unit may
- stop before it gets there, usually because it is adjacent to
- something unfriendly. To attack, just direct the unit to
- move into a hex that shows another unit, and see what hap-
- pens (flashes, and maybe a notice at the top of the screen).
- When you capture some kinds of units (usually cities), _x_c_o_n_q
- will ask you what sort of units you want that unit to pro-
- duce; '?' will display the possibilities.
-
- In general, '?' will always work. When typed during normal
- movement, you will get a series of help screens, including
- commands, news, and unit characteristics. (This info may be
- written into printable files if the interface doesn't have
- the screen space necessary.)
-
- The foregoing is sufficient to play - just jump in and go!
- After a few games, it should be clear what your units can
- and cannot do. The game will end automatically when your
- opponents are no longer capable of winning (either they have
- nothing left or they have given up). The following sections
- contain many boring details, and should be referred to for
- answers to questions.
-
- _D_E_F_I_N_I_T_I_O_N_S _O_F _T_E_R_M_S
-
- An xconq game involves several _s_i_d_e_s, each of which has a
- human or machine player associated with it. Sides may be
- enemies, allies, or neutral with respect to each other,
- often start out in a hexagonal _c_o_u_n_t_r_y. A side owns a
- number of _u_n_i_t_s, which includes the cities and the armed
- forces of that side. Units may also be _n_e_u_t_r_a_l, and belong
- to no side (this is different from being on a neutral side).
- Units may be inside other units, in which case the one
- inside is in _o_c_c_u_p_a_n_t, and the other is a _t_r_a_n_s_p_o_r_t (even if
- it can't move). Units always have _o_r_d_e_r_s that they follow,
- even when they appear to be under manual control. There are
- also _s_t_a_n_d_i_n_g _o_r_d_e_r_s that get passed to occupants automati-
- cally. The game is divided into a number of _t_u_r_n_s, during
- which each side gets to move some or all of its units. All
- the action happens over a _m_a_p of a real or imaginary world
- that is divided into hexagonal shapes usually called _h_e_x_e_s.
- Each hex has a _t_e_r_r_a_i_n assumed to cover the entire hex. In
- some games, hexes also have a _p_o_p_u_l_a_c_e belonging to some
- side. Terrain on the map can produce _r_e_s_o_u_r_c_e_s, which are
- natural items ranging from water and food to gold and
- weapons; resources being carried by a unit are also called
- _s_u_p_p_l_i_e_s. _S_c_e_n_a_r_i_o_s are predefined games that set up maps,
- sides, units, and _w_i_n/_l_o_s_e _c_o_n_d_i_t_i_o_n_s, which define the cir-
- cumstances under which one or more sides win or lose in the
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- scenario.
-
- The numbers and kinds of units, resources, and terrain are
- not built in; they are defined by a historical (or ahistori-
- cal!) _p_e_r_i_o_d. This means that the following sections will
- be somewhat vague on specific units and behaviors, since the
- information applies to times ranging from Ancient Greece to
- Star Wars. Later sections will describe some of the periods
- that have been developed so far; in addition, complete
- online help is available on the period in effect.
-
- _T_H_E _W_O_R_L_D
-
- _G_e_o_g_r_a_p_h_y _d_e_f_i_n_e_s _t_h_e _b_a_c_k_g_r_o_u_n_d _t_o _c_o_n_f_l_i_c_t. _G_o_l_d
- _m_i_n_e_s _a_r_e _u_s_u_a_l_l_y _i_n _t_h_e _m_o_u_n_t_a_i_n_s, _f_a_r _f_r_o_m _t_h_e _s_e_a.
- _I_s_l_a_n_d_s _t_e_n_d _t_o _b_e _l_e_f_t _a_l_o_n_e, _u_n_l_e_s_s _t_h_e_y _a_r_e _o_n _a _d_i_r_e_c_t
- _p_a_t_h _s_o_m_e_w_h_e_r_e _e_l_s_e. _A _s_e_a_c_o_a_s_t _t_o_w_n _c_a_n _b_e _s_t_r_a_t_e_g_i_c_a_l_l_y
- _u_s_e_l_e_s_s _i_f _i_t_s _a_p_p_r_o_a_c_h _i_s _t_h_r_o_u_g_h _s_h_a_l_l_o_w _w_a_t_e_r. _A_t_t_e_n_t_i_o_n
- _t_o _t_e_r_r_a_i_n _a_n_d _i_t_s _e_f_f_e_c_t _o_n _o_n_e'_s _u_n_i_t_s _c_a_n _m_a_k_e _t_h_e
- _d_i_f_f_e_r_e_n_c_e _b_e_t_w_e_e_n _w_i_n_n_i_n_g _a_n_d _l_o_s_i_n_g.
-
- The world map on which you play is a cylinder of variable
- height and diameter. Although it is always displayed as a
- rectangle, you can actually circumnavigate the world. The
- most northerly and southerly rows of hexes are out of
- bounds. Sizes can range from 20x20 "quicky" maps to the
- Earth at 1 degree resolution between 60 north and 60 south -
- no less than 360 by 120 hexes! When starting up, you have
- the choice of several maps of real areas, depending on the
- period, or by default you get a randomly-generated 60x30
- map. You can get other sizes from about 10x10 up to whatever
- your machine's memory can hold, by using the ----MMMM option on
- the command line. The ----mmmm command line option loads a named
- map, and the ----xxxx option may also offer a menus of maps to
- use. Predefined maps usually have their own documentation,
- which is displayed on one of the help screens.
-
- Each individual hex of the world contains one kind of ter-
- rain, which is assumed to more-or-less cover the entire hex.
- The exact set of terrains depends on the historical period;
- the set below is from the standard period, and is actually
- shared by many periods. Monochrome _x_c_o_n_q uses icons for
- each type of terrain, which cannot possibly be described
- verbally, so use the help commands to decipher them.
-
- Sea (dark blue) is assumed to be deep enough for any
- ship. Armies can't walk on water.
-
- Shallows (light blue or cyan) include shoals, reefs,
- rivers, and any other sort of shallow water. They res-
- trict movement of ships and may entirely prevent pas-
- sage of the largest ships.
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- Plains (light green) are generally flat and hospitable
- areas. They usually offer no impediments to movement.
-
- Forest (dark green) is dense forest or jungle, and may
- hinder movement for some kinds of units.
-
- Swamps (gray) are half water and half land, and impass-
- able to almost everybody.
-
- Desert (yellow) ranges from Saharan sands to Sonoran
- cacti. It is always inhospitable but fast to move
- through - think of armor in North Africa.
-
- Mountains (brown) are relatively barren and at higher
- elevation, thus are also inhospitable to troops.
-
- Ice (white) is deep snow, ice, and glaciers. Only spe-
- cially equipped ground units can pass over it, although
- most aircraft can fly over.
-
- Vacuum (black) is outer space, included for the purpose
- of doing futuristic periods.
-
- Each hex is adjacent to six others, and there is no special
- border to cross. By default, hexes represent areas about
- 100 km on a side, although many maps have larger or smaller
- scales.
-
- Randomly generated maps vary in their "roughness", and in
- the percentages of each kind of terrain. These properties
- also depend on the period, and it is worthwhile to have a
- general idea of the values. Percentage coverage is simple
- (for instance, the earth is 70% covered by water), but
- roughness is more subtle; essentially the "jagginess" of the
- terrain. Very rough terrain has lots of sharp peaks and
- small islands, while smooth terrain has large flat con-
- tinents.
-
- SIDES
-
- _P_o_l_i_t_i_c_s _p_r_o_v_i_d_e_s _t_h_e _c_o_n_t_e_x_t _f_o_r _w_a_r; _t_h_e _w_a_r _b_e_i_n_g _a
- _r_e_s_u_l_t _o_f _f_a_i_l_e_d _p_o_l_i_c_y. _T_h_e _l_e_a_d_e_r _o_f _a _c_o_u_n_t_r_y _i_s _f_a_c_e_d
- _w_i_t_h _t_h_e _p_r_o_b_l_e_m _o_f _a_c_h_i_e_v_i_n_g _c_e_r_t_a_i_n _g_o_a_l_s, _e_i_t_h_e_r
- _e_x_t_e_r_n_a_l_l_y- _o_r _s_e_l_f-_i_m_p_o_s_e_d. _D_i_p_l_o_m_a_c_y _c_a_n _s_o_m_e_t_i_m_e_s _a_c_c_o_m_-
- _p_l_i_s_h _t_h_e _d_e_s_i_r_e_d _o_u_t_c_o_m_e, _a_n_d _i_s _m_u_c_h _c_h_e_a_p_e_r _t_o _b_o_o_t.
- _W_h_e_n _i_t _f_a_i_l_s, _o_n_e _c_o_u_n_t_r_y _o_r _a_n_o_t_h_e_r _d_e_c_l_a_r_e_s _w_a_r, _a_n_d _a_n_y
- _a_l_l_i_a_n_c_e_s _i_m_m_e_d_i_a_t_e_l_y _b_r_o_a_d_e_n _i_t_s _s_c_o_p_e. _D_e_c_l_a_r_i_n_g _p_e_a_c_e
- _a_g_a_i_n _i_s _m_u_c_h _m_o_r_e _d_i_f_f_i_c_u_l_t...
-
- Sides in the game can be allies or enemies in various combi-
- nations. Any two sides can form a formal alliance; human
- players do it by sending the message "alliance" to each
- other using the message command (see below). Machine
- players are "aware" of their relative incompetence, and will
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- usually ally with each other (except in the case of a
- machine player attached to a display, so as to facilitate
- debugging). Players may become neutral or declare war by
- sending the messages "neutral" and "war" to another side.
- Scenarios may sometimes set up particular patterns of alli-
- ances, although there is nothing to prevent the players from
- changing them around during the game. If all the sides left
- in a game are allied, then it automatically ends.
-
- Some displays distinguish alignments by using the same
- colors for allies as for yourself, while painting neutrals
- and enemies in distinctive colors. For others, you just
- have to remember who is on whose side.
-
- Names of sides come from a scenario or are randomly gen-
- erated from a list of names, depending on period. If the
- period doesn't define any names for sides, then the list
- will be 100+ contemporary names (including Botswanans and
- Peruvians). Players may also rename themselves, using a
- command (see below). Since it is usually hard to remember
- which player has which name, many mentions of sides include
- the display that the side is using (or nothing if a machine
- player), or sometimes the number of the side (especially for
- input).
-
- When a side loses, for whatever reason, units are either
- destroyed or made neutral (depending on unit and period).
- In the standard period, infantry is destroyed, while cities
- become neutral (thus easy pickings for the remaining players
- who get to them the quickest).
-
- Informal alliances frequently happen in games involving more
- than two people, so I have a few words of advice. First, an
- alliance between two of the players is almost certain in a
- three-person game, and inevitably results in the "odd man
- out" being quickly defeated. In four-person games, the
- alliances should be decided after looking at the map via "-
- v", so that one pair is not hopelessly separated. Five or
- more players is going to be a free-for-all of formal and
- informal alliances. Some scenarios are designed with a par-
- ticular number of players in mind; hopefully they will also
- have some natural balance.
-
- _U_N_I_T_S
-
- _W_a_r _i_s _b_a_s_e_d _o_n _t_h_e _a_p_p_l_i_c_a_t_i_o_n _o_f _f_o_r_c_e _t_o _t_h_e _o_t_h_e_r
- _s_i_d_e, _u_s_i_n_g _w_h_a_t_e_v_e_r _i_s _a_v_a_i_l_a_b_l_e; _f_r_o_m _s_p_e_a_r_s _a_n_d _a_r_r_o_w_s _t_o
- _t_h_e _h_i_g_h-_t_e_c_h _e_q_u_i_p_m_e_n_t _a_v_a_i_l_a_b_l_e _a_s _a _s_i_g_n_i_f_i_c_a_n_t _f_r_a_c_t_i_o_n
- _o_f _a _n_a_t_i_o_n'_s _G_N_P.
-
- Units can be almost anything: armies, balloons, triremes,
- cavalry, battleships, bridges, headquarters, cities. Units
- move around, attack other units, produce resources, and
- build more units, among other things. Individual units
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- occupy entire hexes, and no other unit can enter that hex
- unless it can occupy or be occupied by the unit already
- there.
-
- Only some kinds of units can build other units, at a rate
- depending on the period, the unit being built, and the unit
- doing the building. The first unit that is produced takes
- somewhat longer, and the very first unit built by a side can
- take even longer (research and development time), but then
- succeeding units come out at a constant rate. There is no
- memory about production, so switching to a different type
- then switching back still incurs the extra startup time.
- Most units that do building will do it all the time, and
- only stop when explicitly directed to (such as cities),
- while others need to be directed to build, and cannot move
- while doing so (such as engineers building a base).
-
- Once created, a unit moves according to its orders, and sub-
- ject to various constraints - armies can't swim, ships can't
- walk, etc. Units can sometimes be disbanded with a command
- (depending on the period), by losing them in battle, by run-
- ning out of supplies, by being taken prisoner when a unit is
- captured, or by garrisoning a captured unit.
-
- Every unit starts out with a number of _h_i_t _p_o_i_n_t_s represent-
- ing its strength, and possibly supplies of food, fuel etc
- that it carries around. Supplies are used up by movement,
- combat, and by just existing, and are created by production
- on certain terrain types, or by transference from some other
- unit.
-
- There is only one situation under which several units can be
- in the same hex at once; if one is a transport of some sort
- and the others are its passengers or occupants. The notion
- of "transport" and "occupant" is general, and covers
- fighters on carriers, ships in port, bombs in bombers, and
- troops being led by a general. Occupants board by moving
- into the hex occupied by the transport, but will refuse to
- go if the transport is full or can't carry that type of
- unit. Getting on board takes a number of moves of that
- unit; if there are any left, it may move off or take some
- other action. Transports can also move over a occupant to
- take it on, but only if the transport can move on the ter-
- rain that the occupant is on. Occupants always move with
- the transport (that's what transporting is all about!), but
- may leave at any time if possible, either onto a valid ter-
- rain or onto another transport. To debark, just move the
- unit off (the cursor indicates that the occupant and not the
- transport is to be moved). Usually, you will want to put
- the occupant on sentry duty while moving the transport, and
- so must wake the occupants up before they can be moved
- again.
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- _T_H_E _G_A_M_E
-
- Games may be predefined scenarios, which define the map,
- sides, and units, or they may be randomly generated. If
- randomly generated, depending on the period, you start with
- either a country-full of units or just one, which may or may
- not have its production defined already. If you start with
- one, the period may also define some neutral units in your
- country, which should be captured as quickly as possible.
-
- Sometimes the map will be too small or have the wrong ter-
- rain, and then _x_c_o_n_q will fail at placement and exit
- instantly. There is not much you can do at that point
- except to try again or relax the constraints, perhaps by
- reducing the number of sides or increasing the map size.
- (This can also be fixed by altering the period - see the
- customization document for details.) Since there is a lot
- of randomness in placement, second tries are frequently suc-
- cessful, although tenth tries usually indicate a real prob-
- lem.
-
- A turn consists of several phases, although only one actu-
- ally involves player interaction:
-
- Spy PhaseLeakage of information from one side to another.
-
- Disaster PhaseRevolts, surrenders, attrition, and accidents.
-
- Build PhaseConstruction of new units and repair of damaged
- ones.
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- Supply PhaseProduction and distribution of resources.
-
- Movement PhaseAutomatic and manual movement of all units.
-
- Consumption PhaseDetails relating to supply usage during
- movement.
-
- During the movement phase, the program iterates through all
- units, prompting each side to give orders to any unit that
- is awake or becomes awake during the course of its move.
- One consequence is that you will not have a chance to change
- orders, look around, or do anything else if no unit produces
- a unit and no units wake up. This speeds playing but can be
- annoying if you get overrun and lose without ever getting a
- chance to respond (but do you deserve anything else for pur-
- suing a "hands-off" management strategy?). Sides that lose
- are automatically cut out of the game. Since one additional
- iteration is needed to verify that somebody lost, the final
- winner will have to go through an entire turn before the
- game will exit (doing the sentry command on everything is
- easy and quick).
-
- The game ends when the win/lose conditions have been met;
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- these vary from scenario to scenario. For a randomly-
- generated game, the end comes when no mutual enemies are
- left, whether by elimination or by peace. Usually this
- means that only one side is left alive, but multiple machine
- players (not associated with displays - the usual case) are
- always allied, and thus may win as a group. This also means
- that a single member of the alliance will not resign until
- the position of the whole alliance is hopeless; after all,
- the WWII Allies included several brigades of Polish troops
- after Poland was overrun.
-
- The last player must type a key to close down the windows
- (this is so that they will stay up for everybody to look
- at). When the game closes down, the winners (if any) will
- be listed. If the STATISTICS option has been set by the
- installer, _x_c_o_n_q will write a file "stats.xconq" into the
- current directory. This file summarizes some crucial
- statistics concerning combat performance, losses, and other
- miscellany. It is quite useful for rationalizing your humi-
- liating defeat!
-
- _D_I_S_A_S_T_E_R _P_H_A_S_E
-
- _W_a_r _i_s _i_n_h_e_r_e_n_t_l_y _r_a_n_d_o_m. _B_o_t_h _m_i_l_i_t_a_r_y _a_n_d _c_i_v_i_l_i_a_n
- _u_n_i_t_s _d_e_s_e_r_t, _g_e_t _d_i_s_e_a_s_e_s, _h_a_v_e _a_c_c_i_d_e_n_t_s, _d_e_f_e_c_t, _a_n_d
- _s_u_r_r_e_n_d_e_r _w_i_t_h_o_u_t _a _s_t_r_u_g_g_l_e. _T_h_e_s_e _e_f_f_e_c_t_s _c_a_n_n_o_t _b_e _e_l_i_m_-
- _i_n_a_t_e_d _c_o_m_p_l_e_t_e_l_y, _b_u_t _c_a_n _b_e _r_e_d_u_c_e_d _b_y _k_e_e_p_i_n_g _o_n_e'_s
- _f_o_r_c_e_s _o_u_t _o_f _h_a_z_a_r_d_o_u_s _s_i_t_u_a_t_i_o_n_s _a_n_d _b_y _k_e_e_p_i_n_g _m_o_r_a_l_e _u_p.
-
- Three types of disasters can befall a unit during the disas-
- ter phase: revolt/surrender, attrition, and accidents.
-
- Revolts and surrenders are really the same sorts of
- occurrence; a unit changes sides spontaneously, perhaps to
- neutrality, perhaps to the side of a nearby enemy unit.
- During every disaster phase, each unit makes a revolt check.
- The revolt chance is a hundredth percentage. When a unit
- revolts, it changes to its original side (whatever the unit
- started out as - i.e. your initial units will never revolt).
- Occupants will either change over or be killed. Any con-
- struction will be cancelled, unless the scenario is one in
- which construction changes are not allowed.
-
- Surrender only occurs if a unit is capable of capture is
- present. The capturing unit does not move. Occupants of
- the surrendering unit also change over or die. Chance of
- surrender is increased by low unit morale.
-
- The chance of surrender can be greatly increased (depending
- on period) by surrounding the unit completely. This
- includes naval units for any sea hexes. One of the sur-
- rounding units must be capable (even if only a small chance)
- of capturing the unit by direct attack. The siege is only
- in effect in those turns where the unit is completely
-
-
-
- June 22, 1995
-
-
-
-
-
- - 9 -
-
-
- surrounded. When the unit surrenders, one of the "capture-
- capable" units will be randomly picked to accept the
- surrender, and things happen as for a direct assault
- (described below). Note that if several sides are surround-
- ing the same unit, the selection is still random from among
- those sides, as long as the side is an enemy.
-
- Attrition is a "slow death" process applicable primarily to
- multi-hp units. It takes away some number of hit points
- each time it occurs, and kills units only if they have no
- points left. Attrition is also specified in hundredths of a
- percent, and depends on unit type and terrain type. Morale
- drops by 1 when attrition occurs. A message will be
- displayed as well.
-
- Finally, there is a chance for an accident to destroy a unit
- instantly and totally. Like attrition, this depends on both
- unit and terrain type, and is measured in hundredths of a
- percent. If the accident occurs, the unit is killed along
- with all occupants. A message will be displayed.
-
- _B_U_I_L_D _P_H_A_S_E
-
- _S_u_s_t_a_i_n_e_d _e_f_f_o_r_t_s _i_n _a _w_a_r _d_e_p_e_n_d _v_i_t_a_l_l_y _o_n _t_h_e
- _r_e_p_l_a_c_e_m_e_n_t _a_n_d _r_e_p_a_i_r _o_f _f_o_r_c_e_s _d_e_s_t_r_o_y_e_d _o_r _d_a_m_a_g_e_d _i_n
- _c_o_m_b_a_t. _I_n _t_o_t_a_l _w_a_r, _t_h_e _p_r_o_d_u_c_t_i_o_n _b_a_s_e _c_o_n_s_t_i_t_u_t_e_s _a
- _c_h_i_e_f _s_t_r_a_t_e_g_i_c _t_a_r_g_e_t, _t_o _b_e _i_s_o_l_a_t_e_d _o_r _d_e_s_t_r_o_y_e_d _i_f _p_o_s_-
- _s_i_b_l_e. _R_e_p_a_i_r _o_f _u_n_i_t_s _i_s _a_l_s_o _s_i_g_n_i_f_i_c_a_n_t _s_i_n_c_e _a _b_a_t_t_l_e
- _m_a_y _r_e_s_u_l_t _o_n_l_y _i_n _d_a_m_a_g_e, _b_u_t _b_e _s_u_c_c_e_s_s_f_u_l _n_e_v_e_r_t_h_e_l_e_s_s _i_f
- _u_n_i_t_s _m_u_s_t _r_e_t_i_r_e (_a_s _a _c_h_e_a_p_e_r _a_l_t_e_r_n_a_t_i_v_e _t_o _n_e_w _p_r_o_d_u_c_-
- _t_i_o_n). _H_i_s_t_o_r_i_c_a_l_l_y, _b_a_t_t_l_e _d_a_m_a_g_e _h_a_s _r_e_s_u_l_t_e_d _i_n _t_h_e _t_e_r_-
- _m_i_n_a_t_i_o_n _o_f _a_n _e_n_t_i_r_e _c_a_m_p_a_i_g_n.
-
- During the build phase, units construct new units and repair
- damaged occupants (or themselves).
-
- Construction is straightforward; the schedule is decremented
- once/turn. When it has counted down to zero, the unit is
- created, and placed either as an occupant of the builder, or
- the builder is made to occupy the new unit. If neither
- alternative works (perhaps because the builder is full
- already), then completion is postponed, and attempted on the
- next turn. This will be repeated indefinitely. If the new
- unit cannot be placed at all, it is thrown away. If the
- period specifies that the builder is to guard the new unit,
- then the builder will be assigned to garrison the new unit,
- and is destroyed.
-
- Repair happens automatically if the damaged unit contains or
- is contained by another unit capable of repairing, or if the
- unit can repair itself. The repair rate is depends on both
- the repairer and repairee, and can happen no faster than one
- hp/turn.
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 10 -
-
-
- _S_U_P_P_L_Y _P_H_A_S_E
-
- _T_h_e _A_l_l_i_e_s _f_l_o_a_t_e_d _t_o _v_i_c_t_o_r_y _o_n _a _s_e_a _o_f _o_i_l. -- _L_O_R_D
- _C_U_R_Z_O_N.
-
- Resources themselves are basically inanimate material that
- come in varying amounts and are governed by conservation
- laws. They can be produced, moved around, and consumed dur-
- ing various activities. Resources originate either as sup-
- plies carried by units at the outset, or more typically,
- through production by units. Production rate depends on
- unit, resource, and terrain types, and is unaffected by side
- changes, combat, or anything else. Produced resources go
- into the producing unit's storage.
-
- Excess production is discarded, unless it can be unloaded
- into the producer's occupying units, or distributed to
- nearby units via _s_u_p_p_l_y _l_i_n_e_s. Supply lines automatically
- exist between units that are close enough (as decreed by the
- period), and there is no need for explicit manipulation.
-
- Units consume their supplies, both in the course of
- existence, and by motion/combat. The rate depends on period
- and unit type; it consists of an overhead consumed each turn
- without fail, and consumption for each hex of movement. The
- total is a max, not a sum, since units with a constant con-
- sumption rate are not likely to need additional supplies to
- move (consider foot soldiers who eat as much sitting around
- as they do walking). Supplies may also be consumed for pro-
- duction and repair, again depending on period and unit
- types, but this consumption happens during the build phase.
- Consumption is not affected by the situation of the consum-
- ing unit; armies in troop transports eat just as much as
- when in the field.
-
- Supply line length depends on the period and the units on
- both ends, but is not affected by the intervening terrain.
- Supply redistribution is managed by logistics experts, who
- are ignorant of the war effort and seek only to even every-
- thing out. The redistribution method is rather adhoc; units
- try to get rid of all their excess supply, and try to take
- up supply from other units within supply range. Each direc-
- tion is controlled independently, so for instance airplanes
- can get automatically refueled from a nearby city, but not
- from each other. No unit will transfer all of its supply
- via supply lines. Normally units in the same hex can
- exchange supplies, but some periods can disable this
- behavior, so that explicit transfer using the give and take
- commands is always necessary.
-
- _M_O_V_E_M_E_N_T _A_N_D _C_O_M_B_A_T
-
- The movement phase is the one in which all the action hap-
- pens. At its outset, the phase computes the number of moves
-
-
-
- June 22, 1995
-
-
-
-
-
- - 11 -
-
-
- available to each unit. This value is essentially the max-
- imum of the unit's moves on each type of terrain. The move-
- ment phase continues until all these moves have been
- expended in some way or another.
-
- Some periods may define a small chance of random movement,
- in which the unit moving actually goes in some other direc-
- tion than that intended. This is a potentially dangerous
- occurrence, since the unit will be destroyed if the hex is
- impassable or contains another unit (whether or not the
- other unit can take the moving one as an occupant).
-
- All combat occurs during the movement phase. Battles happen
- when one unit attempts to move onto a hex occupied by an
- unfriendly unit. In most periods, each unit attacks the
- other equally well, but if "counterattack" is not enabled,
- then the defender just has to sit and take the punishment.
- The outcome is determined independently for each unit, based
- on a probability table; this means that both draws and
- mutual damage/destruction are possible. The odds are the
- same whether a unit is attacking or being attacked. Ammuni-
- tion may be expended by each unit in each combat - if the
- ammo is gone, then the attacker will not attack and the
- defender cannot defend itself. The results are announced
- both by a message and by some flashes on the screen (the
- size of the flash corresponds to damage seriousness). Dam-
- age is assessed using hit points, and if the hit points are
- zero, the unit is destroyed, along with any occupants. Typ-
- ically armies have only one hit point each, so they are des-
- troyed if hit. Units with multiple hit points may be _c_r_i_p_-
- _p_l_e_d if their hit points drop below a period-specified
- level. Crippled units move more slowly (in proportion to
- their damage), have reduced transport volume, cannot repair
- anything, and do not make progress on any construction. The
- final outcome of combat depends on whether the defender was
- destroyed. If so, the attacker will move into the
- defender's position (if possible), otherwise no movement
- will happen.
-
- If a unit is hit sufficiently hard, that is considered a
- "nuke" and you get more spectacular visual effects, plus the
- hex is converted into desert or something else desolate.
-
- Some units are capable of capturing other units, with a pro-
- bability depending on the types of both units involved. If
- the capture attempt is successful, the capturer will move
- into the hex if possible, either as occupant or transport.
- In some periods, the capturer may be all or partially dis-
- banded, to serve as guards. The regular attack as described
- above always happens first.
-
-
-
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 12 -
-
-
- _O_R_D_E_R_S
-
- _A _p_e_r_e_n_n_i_a_l _f_e_a_t_u_r_e _o_f _t_h_e _h_i_g_h_e_s_t _l_e_v_e_l _o_f _c_o_m_m_a_n_d _i_s
- _i_t_s _i_n_h_e_r_e_n_t _c_o_m_p_l_e_x_i_t_y. _A_l_t_h_o_u_g_h _t_h_e _u_s_e _o_f _s_u_b_o_r_d_i_n_a_t_e_s
- _r_e_d_u_c_e_s _t_h_e _b_e_w_i_d_e_r_m_e_n_t _s_o_m_e_w_h_a_t, _t_h_e _c_o_m_m_a_n_d_e_r-_i_n-_c_h_i_e_f
- _m_u_s_t _s_t_i_l_l _k_e_e_p _i_n _m_i_n_d _h_u_n_d_r_e_d_s _o_f _a_p_p_a_r_e_n_t_l_y _u_n_r_e_l_a_t_e_d
- _f_a_c_t_s; _t_h_e _s_t_a_t_e _o_f _t_h_e _w_e_a_t_h_e_r, _t_h_e _p_a_s_t _p_e_r_f_o_r_m_a_n_c_e _o_f
- _u_n_i_t_s, _t_h_e _c_u_r_r_e_n_t _g_o_a_l_s _o_f _t_h_e _w_a_r, _a_n_d _m_a_n_y _o_t_h_e_r _t_h_i_n_g_s.
- _I_t _i_s _v_e_r_y _i_m_p_o_r_t_a_n_t _t_h_a_t _l_o_w_e_r-_l_e_v_e_l _u_n_i_t_s _b_e _a_b_l_e _t_o
- _o_p_e_r_a_t_e _o_n _t_h_e_i_r _o_w_n _a_s _m_u_c_h _a_s _p_o_s_s_i_b_l_e.
-
- Although units have been said to "move", in actuality they
- follow orders, some kinds of which specify movement. When
- you are moving a unit hex-by-hex, it is following the order
- "Awake", which just means that every turn it asks what to do
- next. There are many kinds of orders. Some, such as move-
- ment in a given direction, or to a given place, take parame-
- ters, but all take a repetition, which tells for how many
- turns the unit will carry out the order. (For some orders,
- the repetition is not particularly meaningful, and is
- ignored.) Repetition is always specified as a prefix numeric
- argument to commands.
-
- Orders that a unit can do include:
-
- Awake ask for a movement or other command.
-
- Sentry sit at the present location as long as the repeti-
- tion says.
-
- MoveDir move in the given direction.
-
- MoveTo try to move to the given location.
-
- FollowCoastattempt to follow a coastline.
-
- FollowLeadermove towards another given unit (which must be
- one of your own).
-
- Patrol go back and forth between two points.
-
- Most movement commands just give these orders to the unit
- currently being prompted about. In addition, a unit may be
- given "standing orders", which will be passed to any unit of
- a particular type entering or produced in that unit. This
- is useful for a variety of purposes, such as staging fighter
- planes up to the front lines or sending ships out on stan-
- dard patrols.
-
- _T_H_E _D_I_S_P_L_A_Y
-
- _A_l_l _w_a_r_f_a_r_e _i_s _b_a_s_e_d _o_n _d_e_c_e_p_t_i_o_n. -- _S_U_N _T_Z_U
-
- When a game is started up, it opens a number of windows, of
-
-
-
- June 22, 1995
-
-
-
-
-
- - 13 -
-
-
- which the most important is the area map (which therefore
- gets the largest window). Above the area map are several
- windows for status and notifications, and next to those is a
- turn counter and a list of all sides in the game. The middle
- right side has a list of all unit types, used for statistics
- display, while the lower right-hand corner has a map of the
- world (if the display is sufficiently large).
-
- All of the _x_c_o_n_q windows are actually subwindows of a main
- window with a patterned background you can see here and
- there. You can iconify and move the main window, and the
- subwindows will keep their relative positions. The largest
- of these is the map, which is a (typically) 30x30 section of
- the world in full detail. The view is scrolled around as
- necessary (remember that the world is cylindrical).
-
- To the right and down, you see a map of the whole world.
- This view is like the close-in map, but units and units are
- rendered as solid blobs, since the world is too large to
- permit any detail. To assist in matching up the two dif-
- ferent views, the world map includes an outline box indicat-
- ing the position of the close-in view.
-
- Three text displays are stacked at the top of the screen.
- The uppermost is about ten lines of notices about various
- occurrences, each prefixed by the number of the turn in
- which it was issued. The display scrolls. The next four
- lines are an information window that summarizes the status
- of the unit or unit at the current cursor position. It can
- display info about enemy things also, but of course the
- amount of information is less. Finally there is a one-line
- prompt window just above the map, in which all questions and
- prompts appear.
-
- The list of sides playing appears in the upper right corner.
- Sides that have already lost appear with a line through
- them, while the currently moving side has a "*" next to it.
- Your own side name is highlighted or inverted. The name of
- the side, its host (if any), and the number of that side are
- shown. On color displays, the color of the number indicates
- the alignment of that side.
-
- The X interface draws the area map as a number of hexagonal
- shapes with icons for units superimposed. Unknown territory
- is black. Your own possessions appear in black, neutral
- units in gray, and all enemies in red. If there is more
- than one enemy side, they are distinguished by the number of
- their side in the upper right corner of the icon. Not all
- enemy units will be visible; the chance of seeing one may be
- very low, or depend on viewing with the right type of unit.
- Monochrome screens display enemies and neutrals as inverted
- from your own appearance, and all enemy units/units have
- numbers, to distinguish them from the neutral units.
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 14 -
-
-
- The curses interface displays each hex as two characters
- side-by-side. Terrain is a character representing the ter-
- rain, as are units. The second character in a hex is either
- the side number of an enemy, or an apostrophe for neutrals.
-
- As mentioned previously, the view is a record of what has
- already been seen, but is not updated except in the immedi-
- ate vicinity of your own units and units. In multi-human
- games, all screens will be kept up-to-date simultaneously,
- so that persons waiting for their turns can see enemy units
- moving around, units change hands, and so forth.
-
- _I_N_P_U_T
-
- Input may be supplied both from the mouse and the keyboard.
- Moving the mouse cursor to a screen position and clicking
- either button has the effect of issuing MoveTo orders to the
- current unit, which will be carried out until successful.
- There are two exceptions. The first is that if the mouse is
- on the unit itself, the unit sits where it is until the next
- turn (same as the ' ' command below). If the desired new
- position is adjacent, the unit will unconditionally move
- there - this is useful for attacking enemies. At present,
- there is no special meaning attached to particular mouse
- buttons.
-
- As an alternative to using the mouse, the standard direc-
- tions (h = West, l = East, y = NW, u = NE, b = SW, n = SE)
- can be used to specify movement. Uppercase versions of
- these makes the unit move forever in that direction. Letter
- directions are really only of use when the mouse fails, or
- for diehard Unix game players for whom the direction keys
- have been permanently wired in the brain! Note that in a
- hexagonal system, 'j' and 'k' are not meaningful.
-
- Any command may be prefixed by a single numeric argument
- (which may be positive or negative). Not all commands will
- use this number, while others need a number to know how
- often to repeat an order, or perhaps for some other reason.
- The "current unit" is the one being prompted about, while
- the "main unit" is the one occupying the hex itself (as
- opposed to its occupants).
-
- Commands to give units orders typically default to a repeti-
- tion of 100 turns (In some cases, this is meaningless, as in
- moving to a place):
-
- s Sentry; the current unit "goes to sleep", only wakes
- up by explicit command or when an enemy pops into view
- (the enemy unit won't necessarily be adjacent, if the
- unit on sentry duty can see far-off hexes).
-
-
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 15 -
-
-
- w Wake up; the unit's orders will be erased (whatever
- they were) and it will ask about its next order (not
- always immediately). This command interprets an argu-
- ment as a radius for the effect of waking up; for
- instance, the default of 0 means to wake only the unit
- itself, 1 means to wake up adjacent units as well, 15
- will wake up a screenful of units, and 999 will usu-
- ally wake all units.
-
- W Wake all; both the unit and all its occupants will be
- woken up, as well as all of their occupants, recur-
- sively. The command is otherwise identical to 'w'.
-
- Space Sit; unit goes on sentry duty for exactly one turn,
- and will ask for a move in the next turn. Useful for
- waiting one or two turns.
-
- r Return; unit returns to nearest transport by shortest
- route. It will not return to transports with no room
- or no supplies. Most useful for aircraft, but works
- with any unit.
-
- m Move to a position; this is equivalent to mouse click-
- ing, but can be used with mouse-less interfaces or to
- move further than one screen width. You will be
- prompted to do movement commands (either mouse or key-
- board), then can use the space bar to designate the
- final destination.
-
- f Follow leader; follow another unit. The program will
- ask you to designate a unit to be followed, which must
- be one of your own. The interaction is identical with
- that for 'm'. Each turn the unit either attempts to
- move towards its given leader, and sits if it is
- within a couple hexes of the leader. Units will not
- follow themselves.
-
- F Follow coast; follow a coast line. This can be
- applied to any unit, although the unit will immedi-
- ately wake up again if it is not next to some sort of
- terrain that it cannot move into. The command will
- prompt for a standard direction to decide how to
- start, then a contour-following algorithm will con-
- tinually try to keep the unit adjacent to impassable
- terrain (thus armor might use this command to go
- around a mountain range or forest). Because the ter-
- rain is in discrete hexes, it is possible for the unit
- to get confused, but that's life.
-
- Z Patrol; set the current unit to go back and forth
- between two points. One point is the unit's current
- position, and the other will be prompted for. The
- roundtrip will be repeated for the number of times
- designated by the command's argument.
-
-
-
- June 22, 1995
-
-
-
-
-
- - 16 -
-
-
- Commands for modes. There are only two modes defined at
- present: move mode (the default) and survey mode. Most com-
- mands work the same in both modes.
-
- z Survey mode; toggle into/out of survey mode. In sur-
- vey mode, movement pushes a cursor and allows you to
- look at things. The other commands are still avail-
- able; for instance, you can give a unit new orders or
- to set unit production.
-
- Commands for general manipulation of units:
-
- d Delay move; unit's movement is delayed until all your
- other units have been moved, then it will be prompted
- for again. Useful in crowded situations. Delay can
- be used on any number of units any number of times
- during a turn.
-
- P Set unit production; will ask for a type of unit (if a
- choice possible) and then schedule construction for a
- unit of that type. Any partial production will be
- discarded.
-
- I Idle; cancel production for the given unit and leave
- it idle for a while Default is 100 turns, argument to
- command overrides.
-
- C Call unit by name; prompts for a string by which
- current unit will be referred to. If string is empty,
- unit name will be removed. If this command is done
- when the cursor is on an empty hex, the string will
- become the new name of the whole side instead.
-
- D Disband; unit disbands and disappears from game. Not
- all units can be disbanded; for instance, most periods
- will not allow the voluntary destruction of a city.
- If an occupant is disbanded, then its transport will
- get any available resources, both those held as sup-
- plies and any used in making the disbanded unit (pos-
- sibly not all, depending on the period's "efficiency"
- parameter).
-
- a Cycle through occupants; this can only be used in sur-
- vey mode, and allows examination of each occupant and
- its suboccupants. The order of traversal is depth-
- first, and cycles through all units in the hex repeat-
- edly.
-
- x Mark a unit; used with embarkation, below. Only one
- unit is ever marked at any one time.
-
- e Embark; put the current unit onto a random transport
- in the same hex. This is useful when you don't want
- to move transport or unit out just for the purpose of
-
-
-
- June 22, 1995
-
-
-
-
-
- - 17 -
-
-
- boarding. If the marked unit is in the same hex, it
- will be used as the transport.
-
- g Give supplies; transfer all types of supplies from the
- current unit to its transport, if there is one. The
- default is to try to fill up the transport if possi-
- ble. If an argument is supplied, it means to transfer
- exactly that quantity of each resource type. If the
- current unit is low on some type, then it will
- transfer half of what was requested. (Repeating the
- command transfers half again, and so forth.)
-
- t Take supplies; transfer all types of supplies to the
- current unit from its transport, if there is one. The
- default is to try to fill up the current unit, or to
- interpret the argument as the quantity to take. If
- the transport is low, then it will only transfer half
- of what was requested.
-
- O Set standing orders; will ask for type of unit to
- which standing orders will apply, then goes into a
- "teach mode"; the next input will saved as an order
- rather than being applied to some unit. When any unit
- of the appropriate type enters the unit with the
- standing order, it will be given those orders and
- carry them out. There is no way to cancel standing
- orders at present, but occupants can be set to wake up
- during entry.
-
- G Give unit; give the current unit to the side speci-
- fied by the argument. If the side is invalid, then
- the unit is made neutral. Not all unit types can be
- given away.
-
- Commands for side manipulation:
-
- c Center; the list of units is sorted so that the one at
- the current cursor will move first, and others move in
- concentric circles outward. This is useful for con-
- centrating on one particular area and reducing the
- amount of map redrawing.
-
- M Message; send a message to another side. The side is
- specified by giving its number as a prefix to the com-
- mand; if the number is not the number of a side, then
- your message will be broadcast to all sides (including
- yourself). You may type in a message up to the length
- of the prompt window. Backspacing is available. When
- a newline is entered, the message is sent immediately
- to the destination. Specially recognized messages
- must be typed exactly, with no other words or charac-
- ters in the message:
-
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 18 -
-
-
- war Declare war. Only one side need do this. This
- involves all allies on both sides immediately.
-
- neutral Declare neutrality. Both sides must send this
- message to each other.
-
- alliance If two sides send this message to each other,
- they become formal allies. The display changes
- to reflect this, as do things like wakeups, etc.
- All sides in the game will hear about the alli-
- ance.
-
- briefing Sends the view of all of your units to the other
- side. Useful for allies, as well as to convince
- a victim that further resistance is hopeless.
- Of course, the victim's position might not be so
- hopeless after all, in which case you've given
- away all your secrets!
-
- Commands for game control.
-
- X Resign; resign from the game, (asks for confirmation
- first). The effect is the same as losing.
-
- Q Quit; terminate the game for everybody (asks for con-
- firmation first). Note that although this can be used
- even in multi-human games, applying it without prior
- consent of the other players is definitely anti-
- social!
-
- S Save game; record the game state into a file and exit
- (asks for confirmation first). The saved game is
- ASCII and unprotected, so it's possible to "check-
- point" games and engage in other kinds of cheating.
- The game exits once it has been saved. To restart,
- start up the program without any command line argu-
- ments, and in the directory where the save file is
- located. If players are specified on the command
- line, then they override the saved player data. This
- is one way to switch sides; for instance, saving from
- "xconq" and restarting with "xconq -r -e 1 $DISPLAY"
- has the effect of you switching sides with the
- machine.
-
- A Add player; add a new player to the game (not imple-
- mented yet).
-
- o Options; set various options. Each option is a single
- character. Options at present include:
-
- g Graph; toggle between text and bar graph
- displays about the current unit's supplies, hit
- points, etc.
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 19 -
-
-
- d Display mode; cycle between four different color
- display techniques. The curses interface also
- has two display modes (one or two terrain chars
- per hex), but you still have to cycle between
- four modes.
-
- i Invert; invert foreground and background colors
- everywhere (monochrome only).
-
- w Width; set the width of the map display to be
- the value of the argument. This is measured in
- hexes.
-
- h Height; set the height of the map display to be
- the value of the argument. This is measured in
- hexes.
-
- n Notices; set the number of notice lines at the
- top of the screen.
-
- r Robot; convert yourself into a machine player.
- This asks for confirmation, and is not reversi-
- ble! However, if there are no other human
- players, ^C is re-enabled, so at least you can
- terminate the program.
-
- m Monochrome; This has the bizarre behavior of
- converting a color display into its monochrome
- equivalent. Actually intended for debugging,
- but pretty flashy if you're bored.
-
- Information commands.
-
- ? General help; show a sequence of help screens, start-
- ing with a list of commands, then a display of icons,
- then any news, then general info about the period,
- then the characteristics of each unit (as for '='
- below). You may page back and forth through the
- screens. This general help is available in both move
- and survey modes. Some specialized prompts (such as
- for unit type) will also recognize '?', but will only
- supply more details about possible answers to the
- prompt.
-
- / Identify; display a short phrase indicating what is
- being seen in the hex at the current cursor position.
- This works in all modes, and is useful for deciphering
- unusual colors or icons.
-
- = List the characteristics of a type of unit. It will
- prompt for the type, then format all the period-
- specific details into a semi-readable summary. To get
- a hardcopy of this, use 'p'.
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 20 -
-
-
- p Print; dump all the characteristics of all unit types
- into a file "parms.xconq". This file may be printed,
- and is very useful for learning about a period. It
- will include designer's notes about the period which
- cannot otherwise be obtained. Also print the current
- view, and a list of the commands.
-
- v View current unit; display a flash that should be
- bright enough to catch the eye and make it easier to
- see where the current unit is.
-
- V Version; display the current version and other useless
- information. Be sure to include the version number
- when reporting bugs.
-
- ^R, ^LRedraw the screen. Redrawing happens automatically
- most of the time. Keep in mind that _x_c_o_n_q is a single
- program, despite opening multiple screens, and
- attempts to redraw may be ignored for awhile.
-
- Additional commands are available for building scenarios,
- and are described in the customization document.
-
- _P_E_R_I_O_D _H_E_L_P
-
- The help screens describing unit characteristics include an
- enormous amount of information. In fact, a period that
- utilized the full range of capabilities would be too compli-
- cated to play, even as a computer game. As a result, the
- help screen are rather compact and cryptic. For any single
- unit, there are three tables, summarizing the unit's rela-
- tionships with resource, terrain, and other unit types. The
- numbers in parentheses are default values that fill in any
- blank entries.
-
- Resources:
-
- ToBui Amount of resource needed to build the unit.
-
- Prod Amount produced each turn under best conditions.
-
- Store Amount that can be carried around.
-
- Eats Minimum amount consumed during a turn.
-
- ToMov Amount consumed by moving one hex.
-
- Hits Amount needed to hit another unit.
-
- HitBy Amount needed to be hit by another unit.
-
- Terrain:
-
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 21 -
-
-
- Slowed Move penalty for entering hex with the given terrain
- type. Default is negative, which prevents movement
- entirely. 0 means can move in at maximum speed.
-
- Rand% Chance (in hundredths of a percent) to move randomly
- in the terrain.
-
- Hide% Increased difficulty for others to see unit in this
- terrain.
-
- Defn% Increased difficulty for others to hit unit in this
- terrain.
-
- Prod% Productivity of this terrain for resource produc-
- tion.
-
- Attr% Chance (in hundredths of a percent) for attition to
- occur.
-
- Acdn% Chance (in hundredths of a percent) for an accident
- to occur.
-
- Other units:
-
- Hit% Chance to hit a unit of that type.
-
- Damg Number of hit points of damage done when hit suc-
- cessful.
-
- Cap% Chance to capture unit.
-
- Guard 1 if capturing unit converted into garrison.
-
- Pro% Percentage of hit that is prevented from hitting the
- unit type that occupies, or decrease in chance of
- hit on unit type transporting this unit.
-
- Holds Number of units that can be carried.
-
- Enter Extra moves consumed by entering the transport type.
-
- Leave Extra moves consumed by leaving the transport type.
-
- Mob% Transport mobility when carrying unit type.
-
- Bridg 1 if can attack unit type across impassable terrain.
-
- Build Basic construction time for the unit type.
-
- Fix Time to repair one hit point of damage to the unit
- type.
-
- The customization document has additional explanation for
- some of these (rather obscure) parameters.
-
-
-
- June 22, 1995
-
-
-
-
-
- - 22 -
-
-
- _H_I_N_T_S
-
- _G_e_n_e_r_a_l_l_y _i_n _w_a_r _t_h_e _b_e_s_t _p_o_l_i_c_y _i_s _t_o _t_a_k_e _a _s_t_a_t_e
- _i_n_t_a_c_t; _t_o _r_u_i_n _i_t _i_s _i_n_f_e_r_i_o_r _t_o _t_h_i_s. -- _S_U_N _T_Z_U
-
- _A_t_t_a_c_k _w_h_e_r_e _h_e _i_s _u_n_p_r_e_p_a_r_e_d; _s_a_l_l_y _o_u_t _w_h_e_n _h_e _d_o_e_s
- _n_o_t _e_x_p_e_c_t _y_o_u. -- _S_U_N _T_Z_U
-
- _T_h_e_r_e _h_a_s _n_e_v_e_r _b_e_e_n _a _p_r_o_t_r_a_c_t_e_d _w_a_r _f_r_o_m _w_h_i_c_h _a
- _c_o_u_n_t_r_y _h_a_s _b_e_n_e_f_i_t_e_d. -- _S_U_N _T_Z_U
-
- The works of Sun Tzu and Clausewitz say nearly all there is
- to be said on strategy in general. _X_c_o_n_q strategy is fairly
- close to real strategy.
-
- The most important consideration is to conceal your own
- forces and movements as much as possible. Decoys and feints
- are worthwhile if they don't draw critcial strength away.
-
- Secondly, don't rush to attack with weak forces. Especially
- over long distances, the defender has the advantage. Wait
- until you have assembled enough to take and hold a piece of
- territory, then allow some extra, just in case.
-
- Make a plan, and have some contingency plans ready as well.
-
- Be ready to take advantage of opportunities.
-
- _P_E_R_I_O_D_S
-
- _X_c_o_n_q starts with one period compiled into it. It can also
- read and interpret other periods. Typically the installer
- will have built in the period called "standard", for which
- the description is included below. Other periods include
- Napoleonic times, Ancient Greece, a somewhat silly futuris-
- tic period, an even sillier "Star Wars" period, whose sole
- reason for existence is to watch death stars blast cities, a
- "flattop" period featuring carriers, some simulations of
- board games, and more.
-
- The standard period represents units of about 1945, from
- infantry to atomic bombs. This is the most familiar, which
- makes it easier to play, but also more controversial, since
- historians have many conflicting theories about which kinds
- of units were most effective. This set has been most influ-
- enced by other empire games (thus the greater variety of
- ships), and the numbers have been honed by extensive playing
- experience at Utah.
-
- Infantry. The infantry division is the slowest of
- units, but it can go almost anywhere. It is also quick
- to produce. Infantry is the staple of campaigns - a
- little boring perhaps, but essential to success.
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 23 -
-
-
- Armor. The armor division is highly mobile and hits
- hard. Unfortunately, it is limited to operating in
- open terrain - plains and desert. It also takes longer
- to produce. Armor can last twice as long in the desert
- as infantry. Both armor and infantry can assault and
- capture units; they are the only units that can do so.
-
- Fighters. A fighter is a squadron or wing of high-
- speed armed aircraft. Their fuel supply can be gotten
- only at units, towns, and bases, so they must continu-
- ally be taking off and landing. Fighters are not too
- effective against ground units or ships, but they eat
- bombers for lunch. Fighters are very good for recon-
- naisance - important in a game where you can't always
- see the enemy moving!
-
- Bomber groups. Bombers are very powerful, being capa-
- ble of destroying any unit. Attrition rate in such
- activities is high, so they're not a shortcut to vic-
- tory! Bomber performance against other units is less
- impressive, and of course fighters love to munch on
- them. Bomber range is greater, but they are slower,
- taking several turns before they must land. They are
- also a last-ditch method to escape from a continent if
- no seaports are available.
-
- Destroyers. Destroyers are fast small ships for both
- exploration and anti-submarine activities.
-
- Submarines. The favorite food of submarines is of
- course merchant shipping and troopships, and they can
- sink troop transports with one blow. Subs can't be
- seen by the other side, although their presence might
- be suspected. Subs are always highly vulnerable to
- attack by bombers or even fighters.
-
- Troop transports. This is how ground units get across
- the sea. They can defend themselves against ships and
- aircraft, but are basically vulnerable. They're not
- very fast either.
-
- Aircraft carriers. Compensates for the fighter's lim-
- ited range by providing a portable airport. Carriers
- themselves are sitting ducks, particularly with respect
- to aircraft. Fighter patrols are mandatory.
-
- Battleships. The aptly named "Dread Naught" has little
- to fear from other units of this period. Subs may sink
- them with enough effort, and a group of bombers and
- fighters are also deadly, but with eight hit points to
- start, a battleship can usually survive long enough to
- escape. Battleships are very effective against units
- and armies, at least the ones on the coast.
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 24 -
-
-
- Atomic bombs. The Final Solution; but they are not
- easy to use. A bomb takes a long time to produce,
- moves very slowly by itself, is easily destroyed by
- other units, and reduces the range of bombers that
- carry it. The plus side is instant destruction for any
- unit of any size!
-
- Bases. To simplify matters, this can serve as a camp,
- airbase, and port. Bases cannot build units, although
- they can repair some damage.
-
- Towns. Towns are the staple of territory. They pro-
- duce units at the same rate as cities, but are easier
- to capture.
-
- Cities. Cities are very large, powerful, and well
- defended. They are basically capital cities, or some-
- thing in a comparable range. (New York and San Fran-
- cisco are cities, Salt Lake City and San Antonio are
- towns.) A city is worth five towns, territory-wise.
-
- Current thinking about optimal strategy for this period
- differs. In general, blitzkrieg works, and can win the game
- in a hurry. The problem is to muster enough force before
- striking. One full troop transport is not enough; the inva-
- sion will melt away like ice cream on a hot sidewalk, unless
- reinforcements (either air or land) show up quickly. Air
- cover is very important. While building up an invasion
- force, airborne assaults using bombers and infantry can pro-
- vide useful diversions, although it can be wasteful of
- bombers. Human vs human games on the default map generally
- last about 100 turns, usually not enough time or units to
- build atomic bombs or battleships, and not a big enough map
- to really need carriers (although bases for staging are
- quite useful.)
-
- _C_H_A_N_G_E_S _F_R_O_M _V_E_R_S_I_O_N _1
-
- Aside from the significant changes (hexes, simultaneity,
- period descriptions), there are a number of smaller changes
- that will affect experienced players:
-
- The command to construct a base is now the same as the
- general build command ''''PPPP'''' (since bases are units like
- any other).
-
- The random movement command is gone.
-
- The disband command is now ''''DDDD'''' instead of ''''dddd''''.
-
- There are probably others I have forgotten about.
-
-
-
-
-
-
- June 22, 1995
-
-
-
-
-
- - 25 -
-
-
- _A_C_K_N_O_W_L_E_D_G_M_E_N_T_S
-
- Special thanks must go to Eric Muehle, now at Martin-
- Marietta, who has been a tireless source of ideas, advice,
- and playtesting. Mohammad Pourheidari, Bob Kessler, Kevin
- Deford, Spencer Thomas, Dan Reading, Mark Bradakis, Grant
- Weiler, Jed Krohnfeldt, Sandra Loosemore, Jimmy Miklavcic,
- Tim Moore, and others at Utah have also endured initial
- playtesting, with the apparently endless bugs and mis-
- features. Thanks also to Leigh Stoller, who suggested using
- X, and to Harold Carr, who suggested the postfix language
- for period descriptions.
-
- Since the first release, many many _x_c_o_n_q players around the
- net have sent in literally hundreds of suggestions, fixes,
- and improvements. Significant contributors include Jim
- Anderson at CMU; Jay Scott at Swarthmore, who designed the
- "future" period; John Tonry at MIT, who supplied a great map
- derived from JPL data; Kurt Hoyt at SEI, who did an X11
- port; Julian Onions at Nottingham; Ravi Subrahmanyam at
- MCNC; and Joel Rives at Georgia Tech, who is working on a
- large period. Chris Peterson at MIT and Tim Moore at Utah
- have been essential to the construction and debugging of the
- X11 interface to version 5. In addition, A.G. Hirai, Jeff
- Kelley, John Shovic, Dave Pare, Michael Lounsbery, Josh
- Siegel, Fred Douglis, Cimarron Taylor, and Rick Ledoux have
- shared a number of good ideas, although not all of them made
- it into this version.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- June 22, 1995
-
-
-